Friday, 11 January 2019

The Creature That Ate My Village

So reader Michael Lee asked in a comment (bloggers love them apparently)
This sounds cool Chris! You mentioned a basic template that allows you to generate critters and scenarios involving them. Is this generic chart/generator going to be included in the books? Thank you as always for the great works sir!

Was not quite what I thought but wow!
See what feedback does, it gives me help making more cool shit.

Have a test version of book on Lulu for moment it might change - tried to make cost but after changing one character on front made me not set min price on item. Possibly don't buy yet unless you want to be a collector.

I know some ppl struggle with my unprofessionalism and sloppy mess "products" and I welcome free editing. Ive had 3 proofers so far on this and welcome more. Just email me a PDF with your mark ups and how you want to be credited for your free but appreciated work. I prefer UK English and am making my stuff metric too. Now you can save me from dyslexia you know you want to. My stuff is mostly free but I do it for me not obligation to anyone else and am better at quantity over quantity.

I can do maps or graphics or something in return possibly or a d100 something you can have some rights to use. I have worked in comics and magazines for years and I enjoyed having 12 sub editors and a hundred volunteers go through my stuff so yes that made me a better professional writer for over 5 years years.

Print and PDF Stuff
LuLu paperback (dont buy it but if you do send me a photo) above artwork
PDF you can print at home (do print it and send me a pic)

Stuff you can complain about or praise as i do it
Monster Book In Progress
Expert Truly Sick Book in progress
One of older versions of my stuff
and another one more like first version
i wrote in one of my non mobile year from memory of BX while playing Temple of elemental evil which gave me my taste of 3rd ed which ive never played.

I came here for monsters Dammit!

So I have long held truths about monsters reflected here

1 Monsters are the bitter venom of the gods
2 Monsters are divine beings sometimes their is a price for killing and robbing them
3 Monsters often guard not just treasure but great secrets or benefits
4 Monsters guard the best things kept from man by the gods
5 Monsters might be part of structure of the world and contain left over energy of creation
6 Some monsters are not for mortals to kill and harming them is hubris to divine
7 Some monsters just cannot be killed now come back later
8 Monsters are not always evil or malicious and might even have a use like keeping worse things away
9 Monster might have destiny and breaking it's fate might damage creation or require fixing
10 Consequences of monster killing drive more adventures than the killing of them

Then there is mating with monsters but that's for another day

Well in my current setting Exilon anyway.
I could do other versions for Psychon, Xor and Shadelport.
If format works will do a series on it.

Killing some monsters is a bad idea but at least a mini campaign could come of this.
If character owns some land or a home near effected are will take more personally responsible for later actions. Perhaps a friend or ally or follower might accidently cause the problem. Tragedy often spawns a monster or results from their death. Greek myths and Arthurian curses and gilgamesh are good references.

Flesh of the Beast
1HD per total Levels of Party a good start
Starting AC +1 per party member including followers +1 per 2 over 10
Move Max of 12 minus one per party member including followers min of 3
1in6 can go beserk also but otherwise moral at least 10
Some monsters might not be evil, they might be too dumb or even lawful

d6 Attack Forms

Dice pool closest dice to number of total HD. 8HD = d8 100HD=d100
Feel free to use lots of d6 or d4s or a +number for higher minimum damage

1 single attack equal to total dice pool
8HD = d8 100HD=d100
single ram or bite
2-4 three attacks one attack does half pool, other two divide rest
8HD = d4/d2/d2 100HD=10d4+10/2x d20+5
bite plus two claws or wing buffets or stomps
5 one does half dice pool with rest in as many d6 as possible min of d6
8HD = d4 & 4x1HP 100HD=8d6+4 and 8xd6
bite plus tentacles or creature heads heads or crab claws or spines
6 five attacks each 20% of dice pool min of d3 each
8HD = 5xd3 100HD=d100 5x 5d4
tentacles or multiple heads or crab claws or spines or stomps

Locomotion, possibly transforms to use d3 or choose

1in6 can fly at 12 +1 party member including followers
1in6 can burrow at ground Mov
1in6 can swim at ground speed
1in20 can teleport twice a day (perhaps to lair or healing spring)

Defence take first d6 abilities or choose

1in6 can regenerate roll 1HP/Round roll extra d6 for extra point on 6 and another roll repeat
1in6 can needs +1 to hit roll extra d6 for extra point on 6 and another roll repeat
1in6 immune to d4 1=fire 2=lightning 3=cold 4=poison
1in6 every hit on creature sprays d4 acid unless with blunt unarmed attacks
1in6 every metal weapon hit causes d3 damage to user
1in6 can detect invisible
1in6 anyone who killed by monster save or arises as zombie or skeleton servitor
1in10 can turn into a hill or lake or cloud or natural feature
1in10 damages non magic weapons on contact d4 1=rots or warps wood 2=rusts metal 3=weapons stick in hide if fail STR roll 4=weapon inflicts d4 on holder from heat
1in10 immune to all magic and spells
1in10 any struck by blood in melee save vs charm to love the monster,  it might claw itslef or spit bloos as an attack form
1in10 every injury drawing blood spawns a 1HD creature or warrior ready to defend it's parent 

1in10 vulnerable to be harmed by 1=one base metal 2=one type wood or herb 3=holy or blesses weapons 4=one element not already to resist to, double damage +4 to hit
1in20 resist weapon damage d4 1=edged halved 2=blunt halved 3=missiles ignored 4=unarmed ignored

Offence take first d6 abilities or choose
1in4 Breath Weapon 1 range coneand d6 per HD breath once per turn max 3 times a day damage=1/2HD save for half d6 1=fire 2=lightning arcs 3=cold ray 4=acid spray 5=poison gas 6=steam
1in6 has fold out teeth, toungue or tendril in main mouth can grapple range = HD
1in6 biggest attack or multiple smaller attacks are poison d4 1=d3 per HD if fail save 2=paralasys if fail save 2d4 rounds 3=sleep for an hour 4=lesser mutation if fail save
3=Lesser HD beings under 4HD make morale check every round in HD range
1in6 swallow victim on roll of 20, 1 extra chance per 10HD
1in6 surrounded by huge insect swarm, bugs live in monster
1in6 radiates d6 damage within 1 range of skin d6 1=fire 2=lightning 3=cold 4=acid sweat 5=poison gas 6=steam
1in10 can fire a d6 arrow like barb per round per HD range as long bow
1in10 anyone near it in combat saves vs plague
1in10 anyone striking it save or cursed as spell
1in10 can control weather once a day for an hour
1in10 if killed haunts as a ghost or spectre or invisible stalker
1in20 can call an eclipse for one turn terrifying locals and animals into thinking the world ending
1in20 can once a day call a fireball from heaven with a d6 damage per HD
1in20 intelligent 1in6 of those a spell caster of 1 level per 3HD can split into several classes if needed, needs no symbols or components but sound

d12 Body Parts take d6 creatures or one for heads, arms, legs and tail body 
Heads: roll once for one to three heads or once for main head and again for all lesser heads
roll for attacking arm type limbs and locomotive and tails separate
1 Fish d4 1=shark 2=eel 3=cod 4=pike 5=whale 6=deep sea angler with lure

2 Bird d8 1=owl 2=vulture 3=falcon 4=eagle 5=peacock 6= parrot 7=chicken 8=goose
3 Reptilian 1=Dinosaur 2=lizard 3=snake 4=turtle
4 Humanoid 1=human 2=humanoid 3=demuhuman 4=formarian or mutant
5 Omnivorous mammals 1=rat 2=pig 3=bear 4=bat
6 Hunting mammal 1=lion 2=wolf 3=tiger 4=weasel
7 Herd mammal d6 1=ox 2=pig 3=deer 4=goat 5=elephant 6=rhino
8 Slimey d6 1=green algal 2=transparent 3=blood clot 4=yellow puss 5=plant or fungal 6=shoggoth
9 Cephalopod 1=squid 2=amonite 3=octopus 4=nautilus 5=cuttlefush 6=kraken
10 Arthropod 1=crab 2=insect 3=spider 4=scorpion

11 Amphibian 1=axalotl 2=toad 3=crested newt 4=salamander
12 Mythical creature like d4 1=dragon 2=unicorn 3=demon 4=salamander or elemental

Story of the Beast
d12 Why Does The Village Have a monster problem 
1 Someone killed the monsters mate or children out of greed or cruelty
2 Wilderness fouled d4 1=water ruined 2= trees murdered 3=overgrazing 4=hunting  
3 Sinners offended a god and ignored warnings
4 Someone committed a great sin and offended all the gods
5 Something sacred was robbed, killed or destroyed
6 Terrible leader has attracted monster with malign influence
7 Someone offended a powerful magician
8 A hidden non human race was wronged by someone or communities 
9 Someone had something bad happen here and cursed everyone
10 A vile cult with dark practices unleashed the monster

11 Some idiot found a baby monster then dumped it when it got too hard
12 Someone had baby with a monster and now it is unhappy

d12 Locals Response
1 Offer reward and send heroes to deaths
2 Ignorant about monsters cause and keep angering it
3 Sacrifice victims to it to placate it
4 Sacrifice treasure to it to placate it
5 Sacrifice food to it to placate it
6 Appeal to nobles or king to fix
7 Prey to gods for forgiveness, try to find out why
8 Summon expert sages and prophets to find why monster here
9 Try to make a trap for the monster with bait
10 Offer terrible villain job of eradicating it in return for servitude
11 Put up with monster until gods give them a sign of penance

12  Sent a dream of prophecy to end the monsters wrath (possibly include adventurers or a task for them)

d12 What is the monsters curse that must be overcome?
1 The monster returns from dead if a great curse not removed or a wish spent
2 If monster killed, one of its creature kin things seeks revenge
3 If monster killed, it's patron god furious and wants revenge
4 If monster killed, gods furious and send a greater beast to punish the land
5 Killing the monster spawns a new species from the corpse who scuttle away and hide
6 Monster corpse sours the land and mutants born in area forever after
7 Killing the monster spawns a great disaster like a earth quake, flood or magical explosion
8 Killing the monster poisons the land bringing years of famine and sour land
9 When monster killed ground drops into crack, is swallowed up forming a canyon or lake or mountain on the surface and a titanic cavern beneath the earth
10 When monster killed area grows rampant with d4 1=vegetation 2=fungus 3=crystals 4=glacier

11 Monster when killed sinks into the earth and becomes a dungeon full of monsters
12 Monster melts turning region into a chaotic swamp that spawns horrible creatures and attracts evil cults and wizards

d12 What Secrets does the monster keep hidden from humanity
1  Books of long forgotten magic d4 1=lost spells 2=map of great relic 3=instructions for a artifact 4=secret of god or royalty
2 Books of forbidden lore d4 1=true name of planar being 2=necromancer book 3=elementalist book 4=evil cult book
3 Lost holy text d4 1=life of saint 2=lost holy text 3=true name of divine servant 4=location to reach mythic world
4 Legendary Item 1=magic engine of destruction 2=egg of a apocalypse kaiju 3=relic of a saint 4=artifact from pre human age thought lost forever
5 A great vent deep into the earth leading to a long hidden kingdom
6 A gate to another world or plane, without a guard only a few seals keep closed 1=world over run by demons 2=giantland 3=underworld 4=hell 5=faerieland 6=goblinworld
7 A great nest of eggs or cocoons or frozen warriors for some future event
8 Monsters organs can grant miraculous powers and strange a mutagen taint
9 A cursed relic awaiting a mortal to release 1=plague of critters 2=vile disease 3=vapours that turn locals evil 4=creates or summons monster
10 A great egg or sleeping being even more menacing than the monster awaits the apocalypse

11 Release a horde of monsters long banished from this world d6 1=giants 2=mutant dinosaurs 3=demons 4=faerie 5=formations 6=trolls 7=snakemen 8=undead 
12 Awaken souls of spirit folk who reanimate trees, rocks, water bodies

d12 Monsters Lair
1 Volcanic vent
2 Stinking sulpher cave
3 Well, lake, island or body of water
4 Crater of something that fell from the sky
5 Sinkhole connected to the ancient depths
6 Ruined castle of fortress or town
7 Ruined temple or tomb or graveyard
8 Ruined quarry or mine or non human underground ruins
9 Partially flooded cave behind waterfall
10 Frozen ice cave
11 Ancient cave filled with prehistoric art 
12 Crystal cave

d12 Monster Lair is also

1 Ferry stop on river to the underworld
2 Magic fountain
3 Location of famous horde of treasure

4 Sealed tomb of some great hero or villain
5 Entrance to the great underland cave trade routes or waterway
6 Home of a grateful spirit imprisoned and abused by the monster
7 A graveyard of ancient possibly cursed dead
8 Prison of of some trouble maker from long ago of great power
9 Node of elemental power populated by elemental's d4 1=fire 2=earth 3=air 4=water
10 Holds a magic mirror or artwork is a gate to another world or time
11 Grave of some great being from mythology perhaps who might arise again

12 Volcanic vent that leads to hell

d12 Inside the Monster
1 Sleeping mythical heroes from long ago
2 Community of survivors inside body
3 Horrible parasites live inside corpse like giant leeches or maggots
4 Vermin live on skin like giant rats, fleas or mites
5 Horrible shoggoths burst from huge boils and tumors
6 Swarm of insects and vermin darken the sky
7 Horrible odour and vile smoke, all in hex save or lose a CON point
8 Horde of treasure in stomach
9 Glowing magic organ that granted power fit for god
10 Everyone eaten by monster is whole and returned and naked

11 Intact waggon, chariot, small bridge, well, cottage or other object somehow intact
12 Broken fragment of weapon from aeons ago that could be repaired 

d12 The Monsters Nemesis

1 Antipathy and anger to one kind or d4 1=animal 2=colour 3=a holy symbol 4=flag
2 Fear d4 1=other monster 2=deity 3=small animal 4=wizards
3 Spell vulnerability 1=Invisibility 2=Illusions 3=Ventriloquism 4=Fear
4 Dislikes sunlight
5 Requires waggon loads of food stripping area bare
6 Monster has a baby or egg it cares for 
7 Monster paranoid about thieves and spies
8 Monster knows how dangerous humans are and is wary of them
9 Monster vulnerable to holy water or unholy water, halves AC
10 Monster hates particular herb and wont bite it or eat it 
11 Monster has a weakness for a treat found only among rich and civilized
12 Monster eats treasure of one type it needs and will raid for d4 1=pearls 2=gold 3=silver 4=semiprecious stones 5=precious stones 6=weapon and armour grade steel and iron

Sample Beast
OK here goes
Party of 6 3rd Lv adventurers + 4 1st Level henchmen = 22 HD total

The thing from the sea
Plesiosaur Head, sea blue
Goblin arms with ugly fingernails, green grey
Snake for legs/lower body
Octopus body all squishy changes colour and shape
Leonine tail and butt

22 HD
Mov 3 ground or swim

Attack bite d10+1 Clawx2 d6 or Lamprey tongue 2d4 bite then sucks a d4 blood per round


Regenerate 2HP/Round
Every hit on creature sprays d4 acid unless with blunt unarmed attacks
Immune to spells and magic

Anyone near it in combat saves vs plague once a day
Lamprey 22 range it drains villagers in sleep through chimneys

Local Links

Terrible leader has attracted monster with malign influence
Monsters organs can grant miraculous powers and strange a mutagen taint
When monster killed ground drops into crack, is swallowed up forming a canyon or lake or mountain on the surface and a titanic cavern beneath the earth
Lair has a grateful spirit imprisoned and abused by the monster
Ruined castle lair
Intact ship somehow intact inside monster
Sacrifice victims it to placate it
Hates daylight prefers deep sea or caves or night or it's ruined castle lair

Orkara is a titanic 22 meter long beast that once menaced the sea lifting whole fishing boats and swallowing like a snake which gives its torso a boat shape. One third of it's body is neck while the tail is only a meter long and hangs flat on flanks mostly and does not count on length. At night it  sends a lamprey tendril into peoples homes and kills several unless it get sacrifices. It is not very bright and thinks it is a god who deserves worship. It approves of the cairn of stones with a sacrificial post with chains on it neat it's castle home.

Characters might get asked to solve mystery and locals wont talk. The cult elders will draw the creature to a strangers inn room by throwing the chicken down the chimney. At first players may not think the lamprey tongue thing locals fear belongs to a brontosauraus size beast hiding in the trees or some water.

The lair is a ruined castle it occupied when the current lord killed dozens of peasants for not paying tax and tortured their families until the tax was paid. The fortress is scarred and pitted by acid and dead adventurers. Heroic captain of the castle is a phantom who cannot rest until the creature is dead. He may manifest and help or advise others. He will warn that if the monster is killed before the bad nobleman the kingdom will be sundered by the monsters death. Villagers have been burning monster dung as fuel that has rainbow coloured flames and sparks but burns for a week. Those in house for a week save or get a petty biological mutation. A monster poop sells for 15gp and one can make 6 torches that burn for 24 hours worth 6gp each. Monsters stomach can be removed and kept alive to still makes poop daily if fed a human or medeum size animal daily. Alchemists are interested in the body and mutant cultists seek to brew it's flesh into fermented meat based mutagenic potions.

Orkara was living beneath the sea for an aeon but offended the western ocean octopus emperor and kidnapped his daughter. As punishment he was made more hideous and banished to human lands by the octopus gods. As a favour to some human gods who wanted to punish the wicked ruler Orkara was loaned out like a mere vassal. While he is on loan the gods don't want to owe the sea gods and will punish the land if he is killed at the wrong time (before the noble). His job is to help people rise up to fight evil nobility and the monster. It could result in a new order, a religious state or give adventurers the chance to take over a region.

The wicked leader acts with kings approval and they are kin. He is a traitor supporting robber knights and bandits and has a secret police force replacing the criminal guilds.  A few rebels believe the beast and the noble are related. Priests who speak against the lord have their gods banished or get accused of being heretical. Evidence in nobles fortress would ruin him. Some omens will warn adventurers not to kill the monster or let anyone kill it. Various gods will warn locals. Perhaps evil minions of the lord or a army might attack the beast and need stopping. Greedy adventurers might crave the beasts treasure too.

I would hide the beasts true form for as long as possible and have them freak out. Perhaps they can return in a few more levels time when the omens are better.

So as a test of monster generator with story generating potential Im happy. Seriously half the game monsters could be like this. Id be happy with this and dungeon crawls with city shenanigans in between. Orkara might last 3-4 levels of adventure.

Thursday, 10 January 2019

EMO Monster book?

So some readers have asked me to do more on this topic.

Had some nice feedback on my emo rule book and some good things about how that came to be. Basically had a big hit of free time lone and new laptop and doing lots of design and writing a book, 3 dungeon zines and almost finishing a book that feels like a millstone. The book was my EMO house rules for my players use. Dungeon zines on my patreon now.

Digest size is good to work with for idea-bytes and to design. Writing out spells as I did I was happy with also. Some of the topics i did can be expanded on later. Designing it and re-posting online often was good for some in progress feedback. Not intending it to be profitable was nice too. 36-43 pages is nice to do and I can print up some zines for play easily. It was good to have players using them and seeing them.

So a second book will expand some stuff like 12 character classes, druid spells 0-3rd, and some other stuff. Monk, Sorcerer, Bard, Druid classes for humans, dwarf, elf, gnome, halfling demihumans, then giants, tako, abhumans or spirit folk. I have a rough book started and still playing with it. A book with all spells plus nature and mind spells up to 7 or 9th level. A skill book would be nice too with more detail. But interest in a monster book has been main response as if I could do something new or interesting. A space book will have mutants, robots (golems), mystics (psions) and outsiders.

I have done lots of monsters in the past and variants of monsters. Recently i made a nice format that could generate variant monsters and example scenarios of the monster. That would be my ideal format for every monster but this work brevity is part of the point. So the current monster book is doing spreads detailing monster types from several eds of game but not put together in a single work. I like some BX monsters and 1st ed versions. Monster groups in first book will be most common especially animals humanoids, humans, demihumans, beetles, lizards, canines, felines, plants, slimes, undead, bears, rats and others. A later monster book will be more hybrid mythical monsters like griffons, dragons, heraldic beasts, with spreads on ogres and giants (trolls get a whole spread). A later still book would be supernatural and planar beings. Animal types go in groups obviously. Later books would have more detail as monsters more complex and have more powers. I guess demons, elementals and devils could be made my own. Heck deities and Demigods was basically a monster manual and a god book extending from that would work. I want spirits and trolls to be more interesting beings and part of my setting. Dinosaurs and Pleistocene mammals book? I like making dinosaurs some kind of primitive dragons of domestic beasts of serpentmen.

A good thing about doing these digests I can easily compile new books like spells from several separate works. They are easy to do one spread at a time, comparable to the effort of a blog. Anyway that's my current projects. I will try and have book and my dungeon zines printed for use on sundays game and the following sunday. Several players taking bards made me develop them faster than planned. I just added some extra songs and will add more.

EMO Book Here
Draft of Expert Book

Dungeon above book one of three new ones. Still a few errors i'm finding but updating as I go. Desert Ruin, Gnome hall and Wizard cave are all recyclable dungeons populated with random tables and describe factions and changes to the dungeon over time. Previews on my patreon as always and Im having a catch up on last few months.

Tuesday, 8 January 2019


Had to do this one as lots of bards in current game

Prime Requisite: Charm; high score grants additional spells
Arms 2/3 Arts 6/1 Languages 2d4/1
Leather Armour

Short Sword, Dagger, Knife, Light Crossbow, Self Bow, Javelin, Hand Axe, Club, Staff, Darts
-3 unskilled weapons +1 to hit every 4 levels
Prerequisite Charm Bonus provides extra spells

Spell Casting

Spell casting can choose as per one type like a
  • As wizard from a literate arcane scholar tradition using arcane magic
  • As priest from a temple performer tradition using divine magic
  • As sorcerer from a cult or bloodline of some entity granting arcane magic
  • As druid from a cult or priesthood of nature deities and spirits
Bardic Songs
Song Duration round per level
Songs Per Day one 
per level 
Level 1-5 +1 Level 6-11 +2 Level +3 12-17 +4 18+ +5
I per Lv +Charm bonus radius effect command radius
Get a new song every third level
Range 1 per level radius

Bless Song + hit roll Standard beginning song
Courage Song + morale or fear saves
Work Song + skill roll
Save Song + saving throws
Endurance Song + hours per level extra march oar rowing or work
(Attribute) Song +adds to attribute once per day only, each separate song/Stat
Hero Song + to HP
Marching Song + to move rate
Guardian Song + to AC
Magic Song + to spell Lv once per person per day
Healing Song + to HP recovered at end of song once per person per day
Counter Song blocks other magical song effects such as monsters or other bards
Fascinate 1HD/Lv of living creatures with performance if they fail save

Wandering Minstrel Subclass
Arms Dagger, Short Sword
Arts - Gossip, Etiquette, Diplomacy, Streetwise, Music Lore, Carousing
+1 Fast draw Short Sword +2 Bluff +3 
Typical independent scholar bards
0 Level Wizard Magic, Candle, Whisper, read magic, detect magic
1st Level Spell: Charm Person
(+1 Comprehend Languages +2 Identify)
(+3 2nd Lv Spell: Magic Mouth)

all weapons skilled with 20 shots of ammo if any, tool kits for skills, leather armour, hooded cloak, common robe, performing costume, instrument, scribe set, journal, wine skin, sacks, d6 days food, flints, hat, lantern, lamp oil 3d6x5gp

Sunday, 6 January 2019

Playtest session

So had a good session of my new setting and house rules. Players had used the book and happy to go about doing weird stuff and enjoyed the followers stuff and oaths. Fixed some old zines and made new dungeon zine for todays game full version on patreon now). Quite happy to just toll if a room had a inhabitant 1-3 on d6. Then use random monsters and treasure. As party too three treks to finish I got to re roll contents from before.

3 players today same as previous game
John the barbarian managed to scare away his hireling
the temple bard with eunuch groom and two donkeys and a thief (later)
the arcane bard with loyal dog, two men at arms and a healer

Most of session in dungeon above killing fishmen, smashing their tablets of lore and chasing cultists. At one stage chased pilgrims into a zombie room. Teamed up with serpent man they spared who advised them of fishmen mission to recover their relic. Characters ended up cleaning out dungeon 3 times before the got relic and fled, After went to barrow hills looking for a serpent man wizard with a bounty and killed his men.

Making a few economic changes had biggest waves and issues so my economy will be askew for a while. My decades of DMing autopilot couldn't handle it. On other hand ppl were very into value of board food and stuff and making ostentatious spending. Bards threw money back to community and socialized in the city. One released her poems of 1st to 3rd level adventure and it was very successful and popular but everyone thought it was a comedy. Studied for a spell recovered from fish man documents. Sold two donkey loads of fishman lore but checked to not sell fishman demonology or bad stuff that got smashed. The other bard hung out in the temple and socialized among new peers with their "students".  The barbarian went into the forest and joined in a local hunter cult festival which involved self torment and serious thoughts.

The dungeon of random inhabitants was good for a session of exploration and re usable. Where the floor had collapsed opened more water access points some encounters could include more water creatures who could pop up close. One of the better moments was when fighter who happened to be a swimming expert was first and walked over one of the weakened floors for the first time and fell through. And failed to grab on and others failed to grab him. Current carried him about a 180 feet through rock and dumped him in the first pool room with some cuts and bruises. Ultimately it was his swim skill that saved him. Next he learned technique to hold his breath longer.

Setting aesthetically simpler and easy to get for players. Ancients meet barbarians killing wizards and cults plus dungeons. The setting design has lots of factions and conflicts. And fear of the cultists you murder in the mountains have friends who target you for stalking. Cults and wizards and professional looters practice archaeology of awful monster filled ruins seeking lore, relics and money. Ruined areas are huge sprawling cities, often with a tell mound in centre of a long lost city or civilization. So the tell near Adderfang would be known as Tell Adderfang. There are thousands of them, many are evil ruins from a age of necromancers rule and longer age of seven monster kings before that. Monsters, bandits, cults, collectors and outcasts live in such places.

When they went up to 3rd level some zero level followers took up character classes as zero level. So party ended up with 4 bards two fighters. Should get 2 more games before heading home.

The bottom pic is the in game map i drew as they explored, sometimes i fail my copy map skills. Which is hilarious and possible without a survey team measuring everything that sounds very slow.

Friday, 4 January 2019

EMO Book

Left a page blank for now but this work makes many older ones of mine obsolete and many many blog posts. Was good to update every 4 hours and have feedback on fly. Hope to use on sunday but print shops all booked up for 2 days post holidays. Also learned my top 10 words i consistently dyslexic spell wrong. Probably most spare time ive had in 6 years since i last wrote my first version of my homebrew rules.This is more like the 4th version.

notes from this older post on my oaths will be listing a simple version on the current last page

other book will have more classes
demihumans dwarf elf gnome halfling then
abhumans changelings giants
druids sorcerers monks bards sorry
druidic spell list
expanded weapon lists and hitting rules
expanded movement and morale
some basic monsters and encounter tables
expanded skills
starting equiptment
cults and more premade sub classes
treasure system and common magic items

could do a pdf of all the demi and non human types all reskinned as trolls from the pre human age ive always meant to make a thing in my setting - troll wars

Dwarf = rock  troll
Elf = arcane troll
Gnome = hill troll
Halfling = hedge troll or house trolls
Abhuman = cave troll
Changeling = spirit troll
Giant = war troll

not octopus tako trolls that would be silly

terrible alignment idea for bonus spells
Law & Chaos = Arcane
Good & Evil = Divine
Neutral = Nature
Balance = Mental

if i did sf book would add
mutant robot psionic outsider
still wanna reskin my robot class as a golem

Thursday, 3 January 2019

EMO Book in progress

Work in progress...
About half done
Updating a few times a day

Wednesday, 2 January 2019

EMO Spread Preview

That's saving throws obviously, 2nd game on sunday
cept old players chose stuff outside this project including bards and beastmen
need to make up list of song abilities for bard but i kinda dislike classes with finicky abilities per level

Quick test of spread of my emo book I'm hoping to have basics done for my next game on weekend.

Current projects...

Still editing mutant book but now pg 47 of 80
mostly late due to life stuff but also most heavy edit making 2800 table entries written over several years more consistent so getting close. Will crank out some one-sheet dungeon adventures also as catch up for my patreons.

Probably do a gnome burrow complex and a ruined city sewer system i can use in my Exilon game

will be working on my 32 page players book
sharing features on my google docs broken right now otherwise id encourage ppl to see work as it goes. It might just be my gobbling up broadband - sharing options broken but might try my phone as a modem...

thinking a 32 pg masters book with stuff like
-more on alignment
-combat basics
-some basic monsters
-combat effects like poison, confusion, hallucinations, madness, curses
-encounter tables (a3 sheet for exilon coming)

Future book projects include a overdesigned long stairs inspired book of modern Australian army vs dungeon dimension and Goat Quest

Silver city (Broken Hill Map/guide) for gamma oz

Revision of murder hobo book with all the village maps of evolving hobo shanty town into a castle over several years

that should last until my birthday...

gaming wise hope to keep my cthulhu game (masks) and my marvel game running and get a regular dnd...